Arie Leo
Arie Leo
hmm it doesn't work though, it disable the outline selection for painted object. even after i toggled the show wireframe toggle
@romainf-unity any news about this ?
Well if we can have a 3d texture lightmap i assume it would become some kind of irradiance volume? i prefer the 3d volume solution as it would be possible...
on second thought, the solution above can become purely custom GI solution :D
Just a heads up for those who are using Blender 4.1+ [Mysteryem's fork](https://github.com/Mysteryem/XNALaraMesh/tree/master) did work, but you need to comment line 669 and 673 due blender move AutoSmooth from internal...
> > Just a heads up for those who are using Blender 4.1+ [Mysteryem's fork](https://github.com/Mysteryem/XNALaraMesh/tree/master) did work, but you need to comment line 669 and 673 due blender move AutoSmooth...
Just in Case :) https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn
@keijiro also there's a noticable dark outline in the cloud is there a way to reduce/remove that? 
Hmm it working again by disabling "Load Texture data on demand" in Editor Project Settings, but this was working fine previously in b8  and for additional note i'm on...
I'm also getting error on this, the moment i add ImmediateDebugRenderFeature into the compositor it break the rendering.  >System.AggregateException: One or more errors occurred. (Could not compile shader. See...